using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Input.Touch;
using Microsoft.Xna.Framework.Media;
using AdRotatorXNA;
using System.Windows;

namespace BlankXNAProject_NonLA
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            // Frame rate is 30 fps by default for Windows Phone.
            TargetElapsedTime = TimeSpan.FromTicks(333333);

            // Extend battery life under lock.
            InactiveSleepTime = TimeSpan.FromSeconds(1);

            graphics.PreferredBackBufferWidth = 480;
            graphics.PreferredBackBufferHeight = 800;

            graphics.IsFullScreen = true;

            Window.OrientationChanged += new EventHandler<EventArgs>(Window_OrientationChanged);
            graphics.SupportedOrientations = DisplayOrientation.Portrait |
                DisplayOrientation.LandscapeLeft |
                DisplayOrientation.LandscapeRight;
        }

        void Window_OrientationChanged(object sender, EventArgs e)
        {
            AdRotatorXNAComponent.Current.UpdateAdPostition();
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            AdRotatorXNAComponent.Initialize(this);
            AdRotatorXNAComponent.Current.AdPosition = new Vector2(0, 720);
            AdRotatorXNAComponent.Current.DefaultHouseAdImage = Content.Load<Texture2D>(@"AdRotator");
            AdRotatorXNAComponent.Current.DefaultHouseAdClick += new AdRotatorXNAComponent.DefaultHouseAdClickEventHandler(Current_DefaultHouseAdClick);
            AdRotatorXNAComponent.Current.SlidingAdDirection = SlideDirection.Bottom;
            AdRotatorXNAComponent.Current.DefaultSettingsFileUri = "defaultAdSettings.xml";
            AdRotatorXNAComponent.Current.SettingsUrl = "http://adrotator.apphb.com/defaultAdSettingsXNANoLoc.xml";
            Components.Add(AdRotatorXNAComponent.Current);

            base.Initialize();
        }

        void Current_DefaultHouseAdClick()
        {
            try
            {
                MessageBox.Show("You clicked on my Ad, thanks very much");
            }
            catch { }
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
